STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...

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STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
STATE OF GAME-BASED
LEARNING
TECH DAY 2020
BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
PROFESSIONAL

 ABOUT ME                  SQL Developer | Instructor
                                Bucks County Community College
                           Senior Consultant (Data Scientist)
                                Urban Science Applications, Inc.
Brian Marchini                                    EDUCATION
                                                  BS Computer Science
Brian.marchini@bucks.edu                              Temple University
                                                  Master of Business Administration (MBA)
                                                      Lehigh University
                                                  Doctoral Student, Teaching, Learning and Technology
                                                      Lehigh University
                                                   CAUSES
                                                   Owl to Owl Mentorship
                                                        Temple University
                                                   Lehigh Connect
                                                        Lehigh University
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
GAME BASED LEARNING
•   WHAT IS GAMIFICATION?
•   ALTERED REALITY (AR)

•   VIRTUAL REALITY (VR)
•   SIMULATIONS
•   ASSESSMENTS

•   TRENDS
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
GAMIFICATION 101

Kahoot.it
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
FLOW THEORY                                   HIGHER ENGAGEMENT

                                              DEEP LEARNING

https://www.youtube.com/watch?v=iUsOCR1KKms
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
TRANSFORMATION
PLAY
Learning can be enhanced
when students are positioned
in a situated, narrative game
as a protagonist that affects                  John Dewey

their world around them in the
choices and decisions made
with a degree of
consequentiality.

                                 Sasha Barab
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
POWER OF VIDEO
GAMES ON MEMORY
•   Visual learning

•   Audial learning

•   Enhanced skill development

•   Long last effects…
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
ALTERED REALITY (AR)
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
WHAT IS GAME BASED LEARNING?

Does game based learning need to be a competitive video game?

                                        Game based learning as the application
                                        of game features into the classroom.
STATE OF GAME-BASED LEARNING - TECH DAY 2020 BRIAN MARCHINI, BUCKS COUNTY COMMUNITY COLLEGE - Bucks County Community ...
AUGMENTED REALITY
 SANDBOX
   Developed by researchers at UC Davis

   Interacative 3d waterflow topography
   map augmented in real-time with
   an elevation, topographic contour lines,
   and simulated water

https://arsandbox.ucdavis.edu/
BUILDING AN AUGMENTED REALITY BOX

• An AR Sandbox requires the following hardware components:
• A computer with a high-end graphics card (see the “Computer”
   section below for more specific hardware recommendations), running
   any version of Linux.
• A Microsoft Kinect 3D camera. The AR Sandbox software, or
   rather the underlying Kinect 3D Video Package as of version 3.7,
   supports Kinect-for-Xbox 1414 and 1473, Kinect for Windows, and
   Kinect for Xbox One
• A digital video projector with a digital video interface, such as
   HDMI, DVI, or DisplayPort.
• A sandbox with a way to mount the Kinect camera and the
   projector above the sandbox.
• Sand.
USING QR CODES
FOR MIXED MEDIA AR

•   Scavenger Hunts

•   Detective Stories / Mysteries

•   Field Experience

                                    https://www.qrcode-monkey.com/
MERGE CUBE
Altered Reality with interactivity.

Pros

•   Large support network

•   Low entry cost

Cons

•   Not 100% OER

•   In early stages – limited content

•   Reliant on developers
GOOGLE ARCORE
•   Development Platforms
      • Unity, Unreal, Android Studio, iOS
•   Heavy support

•   Extensive and growing library

•   Advanced software interacts AR into the
    real environment
VIRTUAL REALITY (VR)
GOOGLE
EXPEDITIONS
Minimal setup for maximum engagement in
VR and AR

VR Requirements:
Expeditions app
Mobile device or Chrome OS
Optional: VR Viewer
AR Requirements:
Expeditions app
Mobile device or Chrome OS
Optional: Selfie Stick

                        https://edu.google.com/products/vr-ar/expeditions/?modal_active=none
GOOGLE TOUR
CREATOR

              https://arvr.google.com/tourcreator/
SIMULATIONS

  PROS                                         CONS
• Hundreds of simulations available online.   • Long development times.
• Immersion into content based situations
    • Enhanced engagement
                                              • Few centralized repositories
    • Deeper Learning                         • Many poor quality simulations
• Promotes cooperation
• Self-paced learning
SIMULATION: QUEST ATLANTIS

• Includes narratives that engages the
    students.
• Students actions have ripple affects in the
    simulated world.
•   Template approach to simulation.
•   Course content trails engagement.
•   Course content trails engagement.
•   Resulted in both higher levels of
    engagement and understanding.
ASSESSMENTS
FORMATIVE AND SUMMATIVE
ASSESSMENT TESTING

BEATING LEGEND OF ZELDA   TAKING A POP QUIZ
WHY ARE VIDEO
GAMES SO
ENGAGING?                                       • Social Features
King, Delfabbro and Griffiths published a
paper that expanded Wood’s framework            • Manipulation and control
which sought to identify the key
psychological characteristics of video games.   • Narrative and identity
They break down the features into five main
categories. (King, Delfabbro, & Griffiths,
                                                • Reward and punishment
2009, p. 93).
                                                • Presentation
SOCIAL FEATURES

  SUB FEATURES              EXAMPLE
• Social utility features   In-game voice and text chats
• Social formation          Guilds/clans in MMORPGs
• Leader boards             Hall of Fame lists
• Support networks          Internet Forums, strategy guides
MANIPULATION AND CONTROL FEATURES

 SUB FEATURES         EXAMPLE
• User input          Intuitive controls: keyboards, text screen, voice…
• Save points         Checkpoints, auto saves
• Player management   Ownership of player resources and stats
• Non-controllable    Scripted events, load screens
NARRATIVE AND IDENTITY FEATURES

 SUB FEATURES       EXAMPLE
• Avatar creation   Gender, race, attributes, costume..
• Storytelling      Cut-scenes, mission briefings
• Theme and genre   Role-playing, shooting, …
REWARD AND PUNISHMENT FEATURES

 SUB FEATURES            EXAMPLE
• General rewards      Experience points, bonuses
• Punishments          Losing a life, restarting a level
• Meta-game rewards Badges, Achievements
• Intermittent Rewards Increasingly difficult levels
• Negative rewards     Gaining health, repairing items
REWARD AND PUNISHMENT FEATURES (CONT)

 SUB FEATURES        EXAMPLE
• Event frequency    Unlimited replayability
• Event duration     MMORPGs have no endpoint
• Payout intervals   Instant rewards, immediate feedback
PRESENTATION FEATURES

 SUB FEATURES          EXAMPLE
• Graphics and Sound   Realistic graphics, fast music in difficult secitons
• Franchise features   Trademarked names
• Intuitive design     Follows traditional game conventions
ADDITIONAL FACTORS

• Consistency of play
• Adapts to the individual learner
• Failure ≠ Finality
ASSESSMENT TESTING

BEATING LEGEND OF ZELDA   COMPLETING A POP QUIZ
GAMIFIED FORMATIVE ASSESSMENTS
KAHOOT

•   Pros                                            •   Cons
     •   Random name generator                           •   Geared towards live play
     •   Web-based                                             • Promotes speed of response over
                                                                 analysis
     •   Large sets of available content
     •   Detailed short-term metrics
                                                         •   Split interface between answers and
                                                             questions
     •   Integration with learning platforms like
         Google Classroom
                                                         •   Limited long term metrics on students

     •   Extensive customization
     •   Content importation
joinmyquiz.com

QUIZIZZ

• Pros                                                               • Cons
                                                                         • No automatic name generator (manual)
     •   Integration with learning platforms like Google Classroom       • Student paced
     •   Large sets of available content
     •   Content Importation
     •   Web-based
     •   Single Interface
     •   Allows for live and at-home environments
     •   Student paced
     •   Detailed long term backend metrics
     •   Extensive customization/ Meme sets
     •   Power Ups!
            •   Redemption Questions!

                                                      https://quizizz.com/
QUIZLET

• Pros                                                    • Cons
    • Offers student paced and live modes                        • Freemium access with push for premium even
    • Web-based                                                      on student-side
    • Platform Integration with Google Classroom                 •   Less refined interface than segment leaders
         and Remind
    •    Allows self-paced practice using multiple play
         modes
           • Allows open answering
    • Designed for cooperative play
           • Requires team cooperation in live
              environments

                                           https://quizlet.com
SOCRATIVE

• Pros                                     • Cons
   • Web-based                                • Limited support unless you go with Pro
   • Allows for Limited Choice and Short      • Less refined than other iterations
     Answer
   • Varied delivery methods similar to
     Kahoot

     https://b.socrative.com/teacher            https://b.socrative.com/login/student/
TRENDS

• Assessment                             • Virtual Reality
   • Term based assessments                 • Expanded content
   • Gamified standardized assessments      • Authentic story telling using VR
   • Assessment utilitizing AR/VR
                                         • Simulations
                                            • Template Based Simulations
QUESTIONS?
GAME ON!
REFERENCES
ARCore - Google Developers | Google Developers. (2019). Google Developers.              Google for Education, Bring your lessons to life with Expeditions. (2019). Bring your
https://developers.google.com/ar                                                        lessons to life with Expeditions | Google for Education. Google for Education.
                                                                                        https://edu.google.com/products/vr-ar/expeditions/?modal_active=none
Augmented Reality Sandbox. (2016). Ucdavis.Edu. https://arsandbox.ucdavis.edu/
                                                                                        Granic, I., Lobel, A., & Rutger C. M. E. Engels. (2014). The benefits of playing video
Balasubramaniam, G., & K, I. (2016). A Study of Learning Style Preferences among        games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
First Year Undergraduate Medical Students Using VARK Model. Education in
Medicine Journal, 8(4). https://doi.org/10.5959/eimj.v8i4.440                           Kahoot! | Learning Games | Make Learning Awesome! (2019, March 8). Kahoot!
                                                                                        https://kahoot.com/
Barab, S. A., Gresalfi, M., & Ingram-Goble, A. (2010). Transformational Play.
Educational Researcher, 39(7), 525–536.                                                 King, D., Delfabbro, P., & Griffiths, M. (2009). Video Game Structural
https://doi.org/10.3102/0013189x10386593                                                Characteristics: A New Psychological Taxonomy. International Journal of Mental
                                                                                        Health and Addiction, 8(1), 90–106. https://doi.org/10.1007/s11469-009-9206-
Boyle, A. (2011, September 18). Gamers solve molecular puzzle that baffled              4
scientists. NBC News; NBC News. https://www.nbcnews.com/sciencemain/gamers-
solve-molecular-puzzle-baffled-scientists-6C10402813                                    October 1958: Physicist Invents First Video Game. (2019). @apsphysics.
                                                                                        https://www.aps.org/publications/apsnews/200810/physicshistory.cfm
Bressler, D. M., & Bodzin, A. M. (2016). Investigating Flow Experience and Scientific
Practices During a Mobile Serious Educational Game. Journal of Science Education        QRCode Monkey - The free QR Code Generator to create custom QR Codes with
and Technology, 25(5), 795–805. https://doi.org/10.1007/s10956-016-9639-z               Logo. (2019). QRCode Monkey. https://www.qrcode-monkey.com/

Csikszentmihalyi, M. (2015). TED Talk – Mihaly Csikszentmihalyi – Flow – 2004. In       Spencer, J. (2017). What is Flow Theory? What does this mean for our students?
YouTube. https://www.youtube.com/watch?v=I_u-Eh3h7Mo                                    [YouTube Video]. In YouTube. https://www.youtube.com/watch?v=iUsOCR1KKms

Gibson, E. (2010, May 28). Average age of gamers is 32, says study.                     Statista - The Statistics Portal for Market Data, Market Research and Market
Eurogamer.Net; Eurogamer.net. https://www.eurogamer.net/articles/average-age-           Studies. (2018). Statista.Com; Statista. https://www.statista.com/
of-gamers-is-32-says-study
                                                                                        Tour Creator. (2020). Tour Creator. https://arvr.google.com/tourcreator/
Gladwell, M. (2017). Complexity and the Ten-Thousand-Hour Rule. The New Yorker.
https://www.newyorker.com/sports/sporting-scene/complexity-and-the-ten-                 VIAStrengths. (2010). Flow Theory. In YouTube.
thousand-hour-rule                                                                      https://www.youtube.com/watch?v=GZbUDzmKvus
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